Distorting Game Camera to Match Real-World Image

Thanks for the reply.

Honestly, if I had a paper hopefully I’d be in a much better position. Though I did stumble across this one at the end of my day. Will need to re-read it though.

Below is what the initial intended purpose of using the harris value was for. Example code for doing a project from a 3D point in world coordinates into 2D with Harris distortion. Which works beautifully.

vec2d project(double focalLength, 
							double /*aspectRatio*/, 
							vec2d center, 
							double harrisDist, 
							glm::tmat4x3<double> extrinsicsMat, 
							vec3d p3d /* in a right handed coordinate system! */) {

    // transform point from world to camera coordinates
    auto camCoords = extrinsicsMat*vec4d(p3d,1);

    vec2d p2d;

    {
        // normalize
        double rInv = 1.0 / camCoords.z;
        p2d = vec2<double>(rInv * camCoords.x, rInv * camCoords.y);
    }

    {
        // apply harris distortion
        double r2 = p2d.x * p2d.x + p2d.y * p2d.y; // distSq from center
        double s = 1.0 / sqrt(1.0 - harrisDist * r2);
        p2d = s * p2d;
    }

    {
        // convert to image coordinates
        p2d = center + focalLength * p2d;
    }

    return p2d;
}